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I know that a custom modeled M249 and M240B is in the works to replace the Arma 2 placeholders, but are the M4s set? My question would be, are we going to see anymore versions of the M4s, maybe versions with rail covers? or M4s with the polymer handguard?

Yeah, M4s are still being developed and rail covers are pretty high on my list of things to do. And polymer handguards? Not sure yet. :)

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Yeah, M4s are still being developed and rail covers are pretty high on my list of things to do. And polymer handguards? Not sure yet. :)

Cool, thanks for the response.

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Yeah, M4s are still being developed and rail covers are pretty high on my list of things to do. And polymer handguards? Not sure yet. :)

Hate to be the Johnny-come-lately to the discussion, but any plans for SOPMOD Block 2s? ;)

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Can someone link me RHS bugtracker? I can't find a link anywhere

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I think the BTR-50 is a bit old for inclusion. Certainly I would prefer to see MTLBM-6MA and MTLBM-6MB. They fill the role that the BTR-50 occupied currently.

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Lots of countries still using it though - whilst not directly applicable for the Russian Feds, Syria for instance make big use of them as well as other second and third tier users.

Remember your models will get used a lot with unit re-vamps i.e. the recent syria pack launched, so I for one would support inclusion if it was possible ?

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Lots of countries still using it though - whilst not directly applicable for the Russian Feds, Syria for instance make big use of them as well as other second and third tier users.

Remember your models will get used a lot with unit re-vamps i.e. the recent syria pack launched, so I for one would support inclusion if it was possible ?

The mod seeks to model current Russian and US armed forces. Im sure said Syria mods could include some of the other BTR-50s that have been made. Infact, there is an open-source one available to port from ARMA 2. :)

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Will You add some nev vests for US Army, for MG, AT Specialist, and marksman with m14 mag pouches?

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Fair enough. Not seen the A2 one actually - got a link ?

Sj

Yeah sure, here you go serjames.

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All right then, first version of RHS Merge (RU) is ready for testing.

Installation: to use it put the pbo together with rest of RHS' RU pbos then launch the game.

What it does exactly:

1. Creates new faction named Russia (All);

2. Sets this faction as native for all RHS OPFOR content (units and vehicles), so in editor's unit menu instead of all RHS' subfactions is visible only this one faction holding all variants of all stuff together;

3. Under same new faction name combines together duplicates of all default groups in the editor's groups menu (user has still access to RHS' default groups as well).

Link is available in the first post of Hetman: War Stories thread (Recommended addons section).

So I made improved version of RHS Merge config by Rydygier. If anyone want RHS editor structure more Arma 2 like here is the link - GOOGLE DRIVE

Now it also changes vehicleClass to BI standart and changes name for every vehicle, so there are no duplicates and it's easier to navigate in editor and zeus. Also done for USAF, this config requires both mods.

In editor it looks this way:

[table=width: 1200]

[tr]

[td]ucC2isQ.jpg[/td]

[td]DdXPlDq.jpg[/td]

[/tr]

[/table]

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Hey RHS devs!

Got myself up to date on your Facebook page! I like the new sounds for the rifles!

I have a couple questions.

Does the Russian Army have an arid camo pattern that you plan to implement?

Will you be doing special forces in the future? (Rangers, Deltas, Spetnaz etc..)

Thanks for this and keep up the great work!

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So I made improved version of RHS Merge config by Rydygier. If anyone want RHS editor structure more Arma 2 like here is the link - GOOGLE DRIVE

Now it also changes vehicleClass to BI standart and changes name for every vehicle, so there are no duplicates and it's easier to navigate in editor and zeus. Also done for USAF, this config requires both mods.

In editor it looks this way:

[table=width: 1200]

[tr]

[td]http://i.imgur.com/ucC2isQ.jpg[/td]

[td]http://i.imgur.com/DdXPlDq.jpg[/td]

[/tr]

[/table]

I like RHS Escalation as it is but with this i personally like it a little bit more.

In its original state the mod expansion is "although top notch work" kinda messy in the editor, I spend like 85% of my time into the editor in Arma 3 so maybe they can opt to implement this kind of configuration into the next release just for the sake of sanity :p

lhq ....

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While I have patched some alterations for myself I still fundamentally prefer the RHS arrangement with each arm of the Russian military displayed as a separate faction. It's entirely analogous to the way US Army and USMC (US Navy, US Coast Guard etc.) are typically always listed as separate factions. I don't think I've ever seen a mod that just includes "United States" as a faction with the various arms as separate vehicle classes (and I appreciate consistency in such things).

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While I have patched some alterations for myself I still fundamentally prefer the RHS arrangement with each arm of the Russian military displayed as a separate faction. It's entirely analogous to the way US Army and USMC (US Navy, US Coast Guard etc.) are typically always listed as separate factions. I don't think I've ever seen a mod that just includes "United States" as a faction with the various arms as separate vehicle classes (and I appreciate consistency in such things).

the problem with their arrangements is that I for one don't know what section is doing what in the Russian army

Russia VV

Russia VDV

Russia VMF

is not meaning anything to me and to me its just looks like a messy configuration where I need to look and dig to deep for the right units and their roles but that is kinda my personal opinion :D ... now if it would be like you're arranged configuration it would be more clear for me what kind of role each section is doing in Russian Federation Army,

For now i will have to do with the above fix ;-)

lhq ...

Edited by LiquitHQ

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No I didn't know what the RF acronyms stood for either which is why I made the patch (download HERE for anybody that happens to want it).

I just think it makes sense for Red Hammer Studios to avoid a US-centric editor view (United States detailed in separate arms while the Russian Federation is all lumped into a 'bad guys' catch all).

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If someone have problems with terminology, please read the damn documentation people! We put as just hard work to improve it, expand it as with mod itself and it's content. It is really that difficult these days for people to spare some time and read?

http://doc.rhsmods.org/index.php/Category:AFRF_Factions

http://doc.rhsmods.org/index.php/Category:USAF_Factions

Whole documentation here -> http://doc.rhsmods.org/index.php/Main_Page

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I believe it's in the spirit of ARMA to keep things realistic/authentic. The faction names are nothing out of the ordinary if you think about it. You probably already recognize some military acronyms, such as AK and BTR, the acronyms are easy to recognize and use.

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No I didn't know what the RF acronyms stood for either which is why I made the patch (download HERE for anybody that happens to want it).

I just think it makes sense for Red Hammer Studios to avoid a US-centric editor view (United States detailed in separate arms while the Russian Federation is all lumped into a 'bad guys' catch all).

Nah, it's because the russian forces are more seperated as the american ones.

That's why there's this big differentiation.

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If someone have problems with terminology, please read the damn "<<<<--- is this really necessary?" documentation people!

I appreciate the documentation however not sure how you see it but when I launch Arma cwa .1 .2 or 3 I already spend a ton of time on the armawiki pages if you add simple descriptions for the editor to use RHS units it will be more clearer for its end users and it would be more user friendly in general. Not that I have huge problems with it but I for one only give constructive criticism to a modification I like a lot but I would appreciate (in my opinion) a more cleaner configuration like the one from EvroMalarkey which gives more a authentic armaverse feeling or Defunkt's option which leans to a more cleaner but realistic configuration with proper direction on what each section does without the need to dive into yet another wiki.

On another note I encountered a issue:

So far i only encountered this issue with the HIND's and this happens on a clean RHS Escalation installation

* when you place a hind on the map already flying the hind will have fuel but it is drained rapidly ...

* when you place a hind on the map not flying e.g. empty or occupied, when you start the engines the hind's fuel capacity will be drained immediately

other mods used:

CBA_A3

A3MP

jsrs2

XLA_FIXED_ARSENAL

TMR

asdg_attachments

asdg_jointrails

babe_me

so far it also seems to happen when i do not load the above modds alongside RHS Escalation ....

Best of regards

lhq ...

Edited by LiquitHQ

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when you place a hind on the map already flying the hind will have fuel but it is drained rapidly ...

* when you place a hind on the map not flying e.g. empty or occupied, when you start the engines the hind's fuel capacity will be drained immediately

I can confirm this also. It floats slightly above the ground. Ill look at this at the weekend.

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